• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:31
CEST 05:31
KST 12:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL, and the Limitations of Standard Play0Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)48ZeroSpace at Steam NextFest - Last free demo25Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
ByuL, and the Limitations of Standard Play 5.0.16 patch for SC2 goes live (8 worker start) take on 5.0.16 ?Bug in new patch Daily SC2 Player Grid - feedback wanted
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28) Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
Fact based Zerg Upgrade Tier List BGH Auto Balance -> http://bghmmr.eu/ STARCRAFT MOVIE - Last Night at the Command center BW General Discussion Battle cruiser feet vs Carrier fleet
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Rogue Command ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7120 users

Analysis of Macro - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 21 22 23 Next All
lac29
Profile Blog Joined December 2008
United States1485 Posts
February 09 2011 17:43 GMT
#21
One point about the 200 to 300 cap is that from a Blizzard point of view, they may fear the performance hit on computers by upping this cap and favor the safe side by giving a more even SC2 performance across all SC2 players' comps. This is purely from a game company standpoint.
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
February 09 2011 17:43 GMT
#22
Always a pleasure to read your articles, LaLuSh.
. . . nevermore
theSAiNT
Profile Joined July 2009
United States726 Posts
February 09 2011 17:43 GMT
#23
First of all, I'd like to commend your in depth analysis and efforts in compiling actual data to support your theories. It made for a very interesting read.

However, I take issue with this particular conclusion:
On February 10 2011 01:58 LaLuSh wrote:
With that said: what will larger maps achieve apart from increasing rush distances?

I would say absolutely nothing. What need do players have for 14 expansions in a game like Starcraft 2? Absolutely none.


I don't actually think this is the natural conclusion.

Having more than 3 mining bases surely strengthens the force of zerg's 'suicide missions'. Perhaps instead of throwing waves of roaches, the zerg could afford to throw waves of ultras.

The main point your charts fail to address is gas income. A zerg could happily spend 5 bases worth of gas while only mining 3 bases worth of minerals. Because of this, 'taking the map' is still definitely the ultimate goal of a macro zerg.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2011-02-09 18:03:01
February 09 2011 17:44 GMT
#24
Great read, I appreciate the effort you put into this article.

I think an increase in supply will heavily shift the balance in favor of Z (assuming no other significant changes and on a decent sized map), since it's the only race of the 3 in SC2 which has an economy that grows exponentially, so they can reach 4-5-6 bases far more quickly than T or P ever will due to larvae injects. I would say increase to 250 first, and see how it goes and make changes to macro mechanics if necessary.

One other key information that you left out is that even though mineral income between 3/4/5/6 bases is similar, the real benefit over having additional bases for Zerg is the additional gas income. Late game Z is all about massing up muta/baneling, broodlord-->ultra, infestors, etc. All of Zerg T3 is extremely gas intensive units. You cannot only look at mineral incomes then claim that bases beyond the 3rd provide no benefit.

Assuming you don't have to remake drones, the Zerg late game army consists of units have a mineral-gas ratio of less than 1.5 : 1. Theoretically, the optimal spread of 75 drones would be on 5 bases: 30 drones on gas + 45 drones on minerals. Also, by the time you're on 5 bases already, chances are your main is already mined out or nearing that, so this is decent enough on a medium sized map.

If you increased the supply, the optimal for 90 drones would be 6 bases: 36 on gas + 54 on minerals. 105 drones would be 7 bases: 42 on gas + 63 on minerals, etc.

Even in BW, it was extremely rare to see games that went beyond 5 base vs 5 base (or even maps that had enough bases to support it). The only exception I can think of is on certain maps where P takes the entire map (without saturation) simply because they know they'll lose bases 1 by 1 as the Terran comes out with his timing push.
SwiFt
Profile Joined January 2006
Sweden30 Posts
February 09 2011 17:45 GMT
#25
omg great reading, i wonder if blizzard ever does things like this
Johnranger-123
Profile Blog Joined August 2009
United Kingdom341 Posts
February 09 2011 17:46 GMT
#26
Wow great right up. I agree with the 300 food cap and always wondered if that could help the game but never really put much thought into why.
Very nice that, imo, you have seemed to get to the root (or at least one of them) of the problem, I hope someone at blizzard reads this and at least thinks about a change.
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2011-02-09 17:55:00
February 09 2011 17:48 GMT
#27
This is great.

Another concept to explore would be variable number of mineral patches. I mean it's obvious, but simply adding an additional mineral patch to a spawn location would completely alter so many fundamental aspects of timing, as well as the entire range of macro mechanics you discuss, since the entire discussion treats 8 mineral patches as static (which it is in the current map pool).

Salvation a la mode and a cup of tea...
Neverplay
Profile Joined May 2010
Austria532 Posts
February 09 2011 17:52 GMT
#28
Wow....... quality post! this should be on b.net forums too
Better light a candle than curse the darkness
SovSov
Profile Joined September 2010
United States755 Posts
Last Edited: 2011-02-09 17:56:48
February 09 2011 17:54 GMT
#29
I think there is other factors here not accounted for.

Right now even pros have trouble spending all their minerals off of 3 base. Things like taking a 4th and 5th for purely gas have great benefits.

Then we can think how late games will pan out. What happens when that Protoss deathball rolls through? Can Zerg stop it in 1-2 fights? Maybe not. Maybe, the Zerg will need 6 bases, so that he EXPECTS to lose 1-2 before he can stop the Protoss deathball. Retreating workers to other numerous bases before they die will keep the Zerg in the game vs Protoss deathball.

Then, as said before, maps could account for the problem. The maps could be changed to have like, 5 mineral patches and 1 geyser on expansions.
KevinIX
Profile Joined October 2009
United States2472 Posts
February 09 2011 17:55 GMT
#30
Great write-up, especially the graphs. It's interesting that 2 base is the sweet spot of SC2.
Liquid FIGHTING!!!
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
February 09 2011 17:55 GMT
#31
Great OP. On the devil's advocate side though, I want to make three points.

I. Before messing with the game stats/mechanics in any way, my gut reaction is to see if maps can change anything. This is much harder now with the SC2 map system/ladder than the BW map free for all (largely because ladder is enforced, where it was very ignored in BW after about a year). However, if we can get new maps out, there are several variables to experiment with, such as:

- lowering/increasing mineral patch numbers
- lowering/increasing mineral patch total resources
- ditto both of these for geysers
- the obvious map size and layout considerations

I'm not saying any of these are going to be necessary or "good" solutions - it may be best to let SC2 play out as a less macro-oriented game (though I feel this would cause it to lose some e-sport value). By "macro-oriented" I mean a game where being able to macro is a driving force behind the strategy.

II. For the sake of argument, I'm going to postulate that the difference in mining efficiency, while it exists, is in fact less extreme than you're making out. Your argument depends on a time per worker per mineral argument: even before reaching saturation a BW player could (by your hypothesis) achieve greater efficiency by spreading workers over more bases (patches). (Incidentally, this is supported by BGH, where the huge number of mineral patches = never need more than one base. Want, yes; need, not really.)

However, on a standard BW map I would have said you can cap workers/base at about 28-30, maybe one or two lower; your 22+gas isn't much lower than that. To test your theory, we need to look at not only when players expand (in worker count terms), but why - is worker count/saturation really the driving motive? For instance, possible BW counter examples: Zerg tend to expand to get the hatch up (and the extra gas in ZvZ); Protoss usually only FE by default against Zerg - but that's at least partly driven by the choke-ramp model of the standard map.

Something to think about - I'll try to get some hard numbers/examples.

III. SC2 has inherited the legacy and metagame of BW, but not its polish, precision, and 12 years of actual professional play. While most players coming from BW may see macro play as the ideal model, timings are still much less precise, all the quirks necessary to repel early attacks aren't worked out, etc. I have no hesitation in stating that if BW players could win most games in <10 minute, 1 base games, they would do so. But in fact, most players (professionals at least) know what turrets and units have to be where when against most attacks: defensively BW is much more accurate than SC2 at the moment. Even most "all-in" strategies are 50/50 propositions; at best 60/40. The BW metagame forces the BW player to play for position, or as Day[9] constantly tells people, "But what do I do later if this doesn't work?".

In other words, what I'm arguing is that we're in a position right now where the SC2 metagame is still focused on getting the right army to squash his army and then win because he's got no stuff left. Most big battles right now have a clear winner and loser. The BW metagame has passed that point (largely: timing attacks, timing all-ins, and cheese do still exist, but are not "standard"), and with proper play any two armies can generally stand up to each other in a more or less fair fight. When SC2 reaches that point (if it ever does, but I'm assuming it will), then macro play will really develop.

As an eyeball test, I'd just put it like this: what percentage of SC2 games have both players on 15+ production buildings, compared to BW? (I actually don't know; I also want to figure this out.)
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
majestouch
Profile Joined December 2010
United States395 Posts
February 09 2011 17:58 GMT
#32
out of curiosity are you [the op] majoring in some science-technology-engineering-math (STEM) related field, the OP was very well written/organized w/ graphs and almost a scientific approach was taken when evaluating the issue . and gz on the 1000th post ^
Radio
Profile Joined January 2011
Canada26 Posts
February 09 2011 18:00 GMT
#33
Very interesting read. It brought up some really good points especially about the map design and how it affects the way the game is played now. I really do think the maps are going to change a lot of what Starcraft 2 will evolve into. Now I don't tend to agree with not taking the extra bases than the three, because it is not only to do with numbers and the economic advantage. Theres other factors like giving you position in a key point on the map or mining yourself out on only 3 bases saturated with workers. There are also other factors such as being cost ineffective in your play, but having a large amount of bases because of it.

I do agree that it'd be much better if we could make more workers with a raised supply cap, which would be soooo awesome. I do feel pretty confident though in new maps making a huge difference in players to sway to the macro side of things. Great OP!
RAW RAW RAW RAW!
NexUmbra
Profile Blog Joined June 2009
Scotland3776 Posts
February 09 2011 18:01 GMT
#34
Very worthy thousandth post

Quite interesting points :O
Life has won two GSLs and a Blizzard Cup. NOT three GSLs.
speedphlux
Profile Blog Joined April 2010
Bulgaria962 Posts
February 09 2011 18:01 GMT
#35
Epic read !
Thank you ! :D
... Humanity Is Not What I Suffer From ...
nb3221a
Profile Joined November 2010
United States35 Posts
February 09 2011 18:02 GMT
#36
Like the OP, also think there is plenty of merit to what pilsken has to say regarding the importance of gas as a major reason to secure an expansion. I have a feeling this post will be an extremely productive one!
c0ldfusion
Profile Joined October 2010
United States8293 Posts
February 09 2011 18:15 GMT
#37
Thanks for the post OP - extremely insightful.

I trust that your findings are largely accurate but could you please comment a bit more about your testing methodology?

Regarding your comments on bigger maps, giving your findings - sure it wouldn't make an economic difference in the late game, but note that having more options means that it'll be easier to defend/hide a third expansion.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
February 09 2011 18:17 GMT
#38
On February 10 2011 02:44 teamsolid wrote:
I think an increase in supply will heavily shift the balance in favor of Z (assuming no other significant changes and on a decent sized map), since it's the only race of the 3 in SC2 which has an economy that grows exponentially, so they can reach 4-5-6 bases far more quickly than T or P ever will due to larvae injects.

That's a mis-statement, I agree that zerg's economies can grow faster, but the economy of all races grow essentially linearly on the number of bases which can grow exponentially. Then again exponentially is probably one of the most exaggeratedly used words.
I always try to shield slam face, just to make sure it doesnt work
Hypatio
Profile Joined September 2010
549 Posts
Last Edited: 2011-02-09 18:22:04
February 09 2011 18:17 GMT
#39
Great post, but I really really really suspect that a 300 supply cap would be disastrous to the game in its current form. The reason is very simple: the efficiency of ranged units increases geometrically with number, where melee units is much less. Since there is a lack of gameplay options to reverse this basic reality by outplaying an opponent with superior skill (arguably only the forcefield can do this efficiently), it is a bad idea at this point.

There may be other approaches to this economic problem. For instance, a zerg analog to mules could be a hive tech upgrade that reduces drones to one half supply. *This is just an example*
Hypatio
Profile Joined September 2010
549 Posts
February 09 2011 18:20 GMT
#40
On February 10 2011 02:43 lac29 wrote:
One point about the 200 to 300 cap is that from a Blizzard point of view, they may fear the performance hit on computers by upping this cap and favor the safe side by giving a more even SC2 performance across all SC2 players' comps. This is purely from a game company standpoint.

Perhaps, although having played fastest quite a bit I doubt this really is that much of a problem as that map has a 300 supply cap and is almost always 4v4 with absurd macro.
Prev 1 2 3 4 5 21 22 23 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#87
PiGStarcraft940
CranKy Ducklings87
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft998
RuFF_SC2 174
ProTech172
Nina 113
StarCraft: Brood War
Rain 4719
GuemChi 3263
Shuttle 523
Terrorterran 102
Bale 30
yabsab 5
League of Legends
Doublelift4947
Counter-Strike
summit1g9660
Coldzera 42
Super Smash Bros
hungrybox657
Mew2King73
Other Games
C9.Mang0521
ViBE172
Maynarde106
Organizations
Other Games
gamesdonequick888
BasetradeTV166
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• EnkiAlexander 76
• CranKy Ducklings SOOP28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush815
• Stunt196
Upcoming Events
The PondCast
6h 29m
OSC
13h 29m
Douyu Cup 2020
1d 1h
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 12h
Douyu Cup 2020
2 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
3 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
4 days
BSL22 NKC (BSL vs China)
4 days
[ Show More ]
Online Event
4 days
RSL Revival
4 days
RSL Revival
5 days
WardiTV Weekly
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.